Engineer's Turrets too Weak ?


(BaNeJuDgEmEnT) #1

Just wondering how the community feels about the engineer’s turret ability. It seems to me IMO they really do not acquire targets fast enough and they are way too weak in terms of armor. I first noticed this when playing online when an enemy operative walked right in front of my turret and proceeded to hack at the mean time my turret just sat there like nothing was going on ? And it seems that one hand grenade is bye bye turret. Just wanted to see what everybody else thought about this?

:confused::penguin:


(SD=Flagship) #2

I don’t think they are weak, just too slow to target people. It wouldn’t be such an issue if you could place your turret in MANY more locations than you can now, so you can properly conceal it.


(Jimmy James) #3

My favorite class in Brink is Engineer and I always have a turret set up somewhere. The thing is that you need to use it as a supplementary weapon. You need to hang around nearby and distract the enemies so it can lock on. I don’t have much experience with the lower level turrets but the Gatling turret can take a hit from 1 grenade without being disabled. Which isn’t a problem if you are nearby to repair it.

Turrets, like mines, also make great detectors. If you’re on offense, just leave them by a captured Command Post and you can tell if the enemy is going for it before they even start to capture it.

Also, I think the long lock-on time may be implemented to make the Operative’s Control Turret ability more useful. Maybe SD will add a high level ability in a future DLC for the Engineer called “Enhanced Turret Sensors” or something to make turrets lock faster.

Oh, and the graphic in my sig file is my placed Gatling turret making a head-shot without anyone controlling it. (I love “Shooty”.)

-JJ


(Bittermetal) #4

[QUOTE=Jimmy James;362586]My favorite class in Brink is Engineer and I always have a turret set up somewhere. The thing is that you need to use it as a supplementary weapon. You need to hang around nearby and distract the enemies so it can lock on. I don’t have much experience with the lower level turrets but the Gatling turret can take a hit from 1 grenade without being disabled. Which isn’t a problem if you are nearby to repair it.

Turrets, like mines, also make great detectors. If you’re on offense, just leave them by a captured Command Post and you can tell if the enemy is going for it before they even start to capture it.

Also, I think the long lock-on time may be implemented to make the Operative’s Control Turret ability more useful. Maybe SD will add a high level ability in a future DLC for the Engineer called “Enhanced Turret Sensors” or something to make turrets lock faster.

Oh, and the graphic in my sig file is my placed Gatling turret making a head-shot without anyone controlling it. (I love “Shooty”.)

-JJ[/QUOTE]
As an Operative I love turrets. Hack em! Controm em remotely. Use em for cameras! They’re great!


(burawura) #5

There are certain places on maps where turrets just do really well (bushes near pillar on resort comes to mind)…


(neg0ne) #6

turrets are not the “blocking.everything.forever”-device.

  • place them in smart spots. middle of the road doesn´t make sense. better to find a “surprise-surprise”-spot.
  • either stay near the turret to repair it, or be prepared to frequently place it in different places.

the radius could be smaller for faster lockon - yes.


(gooey79) #7

They could do with perhaps a little more health but not much. Agree with neg0ne, on the whole.

However, the Operative hacking a turret could do with an improvement. For example, their turret that’s hacked retains the original Engineer’s name only until it start’s opening fire. Once that happens, the ‘disguise’ comes off and it’s curtains.

All too often, I’ve hacked one only to find it getting destroyed without as much as firing a shot at someone. They’re always placed facing the enemy so pose little to no threat if they’re looking in the opposite direction.

Either do something like that, or allow the Operative the ability to spin it 360 degrees in it’s current position.


(neg0ne) #8

their turret that’s hacked retains the original Engineer’s name only until it start’s opening fire.

that makes completely sense. thats how it should be.


(tangoliber) #9

I think turrets are perfect. If they aren’t set in a good spot, then they are useless. If they are set in a good spot, then they are very effective. That is how it should be.


(Nosferatu) #10

I’ve got a story for you:

WARNING: Turret n00b Engineer!

So we were playing on Shipyard as the Security, and trying to get the crane fixed. The defence was decent, not extremely hard to topple, but it always takes a while on that map.

I was soldier since I’m levelling my new character and I rarely switch class because I just don’t give a damn if we win or lose I just do my part. Anyways we had 3 Engineers already, 1 of them was a bot.

We push through to the crane, I clear the area (Heavy weapons are only interresting if you’re a soldier) with my Gotling (4 or more kills, Gotling is a real room clearer) and there’s no one left from the enemy team untill respawn. I mount myself up on the crane to be the human shield for the Engineer, since I’m the Heavy with a Gotling.

Time’s short on the clock, but the Engineer on our team starts look for a spot for his turret! Wastes all of his time looking for a good spot on the map and basically looses the game for us because we could have build the crane if he started. We probably would have needed some overtime, but WTF we would have made it!
This is the kind of Engineer that complains on the forum that turrets aren’t good enough, OMG!

TURRETS AREN’T GONNA PLAY THE GAME FOR YOU!!!


(wolfnemesis75) #11

My only criticism with turrets is you can’t put them some places that you should be able to (they turn red) or in an area with a lot of debris on the ground. The strength of the turrets is fine. You have to stay close to them. And repair them when need be.


(1111) #12

I think the turrets are fine. They have a lot of health and kill well when placed correctly.

If you’re an engineer you can get two mines and a turret. And that’s fine for me. Someone would be posting how overpowered the turrets are if they were anymore effective.


(wolfnemesis75) #13

[QUOTE=1111;362635]I think the turrets are fine. They have a lot of health and kill well when placed correctly.

If you’re an engineer you can get two mines and a turret. And that’s fine for me. Someone would be posting how overpowered the turrets are if they were anymore effective.[/QUOTE]
^This. is where its at. :slight_smile:


(BaNeJuDgEmEnT) #14

[QUOTE=neg0ne;362599]turrets are not the “blocking.everything.forever”-device.

  • place them in smart spots. middle of the road doesn´t make sense. better to find a “surprise-surprise”-spot.
  • either stay near the turret to repair it, or be prepared to frequently place it in different places.

the radius could be smaller for faster lockon - yes.[/QUOTE]

Yes, I understand they are not one time placement game winners, I hide my turrets pretty well, but the time it normally takes them to open fire on an enemy is just way too low :(. I have found more than often now I just use them as bait and wait for an operative to show up and introduce him to my mossingburg :cool: It would be nice if the turrets acquired in the same fashion as tf 2 were the moment it sees something its like HELLO bam bam bam :tongue:


(RabidAnubis) #15

Maybe there should be a difference between the turrets? I don’t think they are different enough now.

Let the light turret be placed instantly, but let the heavy one take 20 (Yes, 20) seconds to set up, but be MUCH more powerful, Maybe even take up 2 pips.


(BaNeJuDgEmEnT) #16

[QUOTE=Nosferatu;362616]I’ve got a story for you:

WARNING: Turret n00b Engineer!

So we were playing on Shipyard as the Security, and trying to get the crane fixed. The defence was decent, not extremely hard to topple, but it always takes a while on that map.

I was soldier since I’m levelling my new character and I rarely switch class because I just don’t give a damn if we win or lose I just do my part. Anyways we had 3 Engineers already, 1 of them was a bot.

We push through to the crane, I clear the area (Heavy weapons are only interresting if you’re a soldier) with my Gotling (4 or more kills, Gotling is a real room clearer) and there’s no one left from the enemy team untill respawn. I mount myself up on the crane to be the human shield for the Engineer, since I’m the Heavy with a Gotling.

Time’s short on the clock, but the Engineer on our team starts look for a spot for his turret! Wastes all of his time looking for a good spot on the map and basically looses the game for us because we could have build the crane if he started. We probably would have needed some overtime, but WTF we would have made it!
This is the kind of Engineer that complains on the forum that turrets aren’t good enough, OMG!

TURRETS AREN’T GONNA PLAY THE GAME FOR YOU!!![/QUOTE]

And I am not that engineer, I focus on objectives unlike most people, I actually switch my class for what we need!!! No need to troll :stroggtapir:, I was just curious about how everybody feels about them.


(BaNeJuDgEmEnT) #17

[QUOTE=RabidAnubis;363104]Maybe there should be a difference between the turrets? I don’t think they are different enough now.

Let the light turret be placed instantly, but let the heavy one take 20 (Yes, 20) seconds to set up, but be MUCH more powerful, Maybe even take up 2 pips.[/QUOTE]

^

I agree with this guy here!!! :smiley:


(RabidAnubis) #18

^ I agree with the guy above me because he agrees with me!

XD


(TruGamer97) #19

Turrents were meant for a distraction its quite threatening when you got 2 or 3 of them staring you down I guess


(Hdserialkiller) #20

Killzone 3. Now thats what a turret is supposed to do. These turrets are too weak. Target acquisition is too long, and they need more armor. But fixing just one of these issues would make em 10 times better. It doesnt matter where u set a turret, someone shouldnt be able to srand directly in front of it at all. They should be behind it, or getting out of the way.